Soul Weaver (Wizard Archetype)

Bind Spirit: A soul weaver may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the soul weaver must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit for more information on this process. A soul weaver begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice that belongs to one of his chosen constellations (see tunneled schooling).

Each day, a soul weaver may bind one spirit to his soul using pact magic; see Performing a Pact Ritual. This spirit’s level may not exceed the soul weaver’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three wizard levels thereafter, the soul weaver’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level.

A soul weaver’s binder level is equal to his level. The DC to resist a soul weaver’s supernatural powers is equal to 10 + 1/2 the soul weaver’s binder level + the soul weaver’s Charisma modifier.

This ability replaces arcane bond and arcane school.

Tunneled Schooling: At 1st level, a soul weaver chooses three constellations. He may only seal pacts with starless spirits and spirits belonging to his chosen constellation. All other constellations are barred to him. A soul weaver may not select constellations with this ability that are in opposition to one another, such as Dragon and Hero.

Additionally, the soul weaver must select three schools of magic as opposition schools. Once chosen, these opposition schools cannot be changed. A soul weaver who wishes to prepare a spell from an opposed school must use two spell slots of that level to prepare it. In addition, the soul weaver takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from an opposed school as a prerequisite. This ability counts as having the tunneled lore class feature for the purpose of feats and other prerequisites.

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